Air Magic: Difference between revisions
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There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: a new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. For example: a Might hero was not offered a school of magic when reaching levels 2 and 3; the hero will then be guaranteed to be offered a magic school at level 4; at level 8, the hero will again be offered a new magic school if none were offered at levels 5, 6, or 7. | |||
'''Heroes with Air Magic as a starting skill:''' | |||
'''Heroes with | |||
* {{H2|Brissa|Elementalist|himage=(HotA)}} | * {{H2|Brissa|Elementalist|himage=(HotA)}} | ||
* {{H2|Aenain|Elementalist|himage=(HotA)}} | * {{H2|Aenain|Elementalist|himage=(HotA)}} |
Latest revision as of 23:05, 17 December 2024
This article refers to the secondary skill. For air magic spells, see School of Air Magic.
There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: a new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. For example: a Might hero was not offered a school of magic when reaching levels 2 and 3; the hero will then be guaranteed to be offered a magic school at level 4; at level 8, the hero will again be offered a new magic school if none were offered at levels 5, 6, or 7.
Heroes with Air Magic as a starting skill:
- Brissa the Elementalist
- Aenain the Elementalist
Chance to get[edit | hide | hide all]
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 3 |
Castle | Cleric | 4 |
Rampart | Ranger | 1 (lowest) |
Rampart | Druid | 2 |
Tower | Alchemist | 4 |
Tower | Wizard | 6 (highest) |
Inferno | Demoniac | 2 |
Inferno | Heretic | 3 |
Necropolis | Death Knight | 2 |
Necropolis | Necromancer | 3 |
Dungeon | Overlord | 1 (lowest) |
Dungeon | Warlock | 2 |
Stronghold | Barbarian | 3 |
Stronghold | Battle Mage | 3 |
Fortress | Beastmaster | 1 (lowest) |
Fortress | Witch | 3 |
Conflux | Planeswalker | 2 |
Conflux | Elementalist | 6 (highest) |
Cove | Captain | 3 |
Cove | Navigator | 6 (highest) |
Factory | Mercenary | 3 |
Factory | Artificer | 3 |
User commentary
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Like other magic schools, Air Magic is very important. At the expert level, Haste may help a lot as your entire army will possibly move before the enemy's army, and even some very slow units get decent speed. Dimension Door and Fly are extremely helpful for moving on the adventure map. Chain Lightning may wipe out the whole opposing army (while it's a double-edged sword, as if there are less than five stacks, Chain Lightning will damage your own troops - initially it hits four stacks, thus you get unable to use it against an enemy with that exact stacks number), and Lightning Bolt is useful on early stages of the game. Other helpful Air spells are, for example, Disrupting Ray, Precision, and Counterstrike. The main reasons for choosing Air Magic are Fly, Dimension Door and Haste spells. The first two are perhaps the most powerful adventure spells, together with Town Portal. However, both of them are typically banned in custom maps. Nevertheless, Expert Air Magic causes Haste to be cast as a mass spell, which still makes it worth the secondary skill slot. Other noteworthy spells are Lightning Bolt and Chain Lightning, both powerful combat spells. Don't forget view air, it lets you see ALL towns and player heroes even in areas that you haven't explored yet. Requires no movement points and only 1 spell point. |